Deathmatch Map Design Theory
- This page is for the cross-game deathmatch gamemode in general.
For the deathmatch gamemode in CSGO specifically, see Counter-Strike:_Global_Offensive/Game_Modes/Deathmatch.
For specifics about deathmatch mode in other games, see their applicable level design category page.
Deathmatch is a game mode found in many games, from Quake, to Half-Life 2: Deathmatch, and even Counter-Strike 2. Conceptually, the game mode isn't very different from game to game. Indeed, from a player's point of view, the objective is quite simple: frag or get fragged. From a map design perspective, however, much more needs to be considered, so to prevent a map from feeling unfair, and instead feel "fun". Nonetheless, many base level design concepts remain a staple across all the games the mode is found in.
Player spawns
- Deathmatch spawnpoints should be reasonably spread apart, unless they share the same team.
- Players shouldn't spawn within line of sight of each other, but they also shouldn't spawn so far apart that they will take forever to find each other.
- For team deathmatch, multiples of the same team's spawnpoints should be clustered, but these clusters should still be a reasonable distance away from other teams' spawnpoints.
- Discourage spawn camping.
- There are many ways to tackle this, and there's no one catch-all solution. Be creative; deathmatch games are most exciting when everyone is constantly moving!
- Spawn points shouldn't be too far away from weapon drops.